Ejemplo n.º 1
0
        public void Generate(frmMace frmLogForm, bool booIncludeFarms, bool booIncludeMoat, bool booIncludeWalls,
                             bool booIncludeDrawbridges, bool booIncludeGuardTowers, bool booIncludeNoticeboard,
                             bool booIncludeBuildings, bool booIncludePaths,
                             string strCitySize, string strMoatType, string strCityEmblem, string strOutsideLights, string strFireBeacons)
        {
            #region create minecraft world directory from a random unused city name
            string strFolder = "", strCityName = "";
            do
            {
                strCityName = "City of " + RandomHelper.RandomFileLine("Resources\\CityStartingWords.txt")
                              + RandomHelper.RandomFileLine("Resources\\CityEndingWords.txt");
                strFolder = Environment.GetEnvironmentVariable("APPDATA") + @"\.minecraft\saves\" + strCityName + @"\";
            } while (Directory.Exists(strFolder));
            Directory.CreateDirectory(strFolder);
            #endregion

            #region get handles to world, chunk manager and block manager
            BetaWorld    worldDest = BetaWorld.Create(@strFolder);
            ChunkManager cmDest    = worldDest.GetChunkManager();
            BlockManager bmDest    = worldDest.GetBlockManager();
            bmDest.AutoLight = false;
            #endregion

            Random rand = new Random();

            #region determine block sizes
            // first we set the city size by chunks
            int intCitySize = 12;
            switch (strCitySize)
            {
            case "Random":
                intCitySize = rand.Next(8, 16);
                break;

            case "Very small":
                intCitySize = 5;
                break;

            case "Small":
                intCitySize = 8;
                break;

            case "Medium":
                intCitySize = 12;
                break;

            case "Large":
                intCitySize = 16;
                break;

            case "Very large":
                intCitySize = 25;
                break;
            }
            // then we multiply by 16, because that's the x and z of a chunk
            intCitySize *= 16;
            int intFarmSize = booIncludeFarms ? 32 : 16;
            int intMapSize  = intCitySize + (intFarmSize * 2);
            #endregion

            #region setup classes
            BlockShapes.SetupClass(bmDest, intMapSize);
            BlockHelper.SetupClass(bmDest, intMapSize);
            SourceWorld.SetupClass();
            #endregion

            if (strOutsideLights == "Random")
            {
                strOutsideLights = RandomHelper.RandomString("Fire", "Torches");
            }

            #region make the city
            frmLogForm.UpdateLog("Creating chunks");
            Chunks.MakeChunks(cmDest, 0, intMapSize / 16, frmLogForm);
            frmLogForm.UpdateProgress(35);

            // todo: test excluding paths/buildings
            if (booIncludeBuildings || booIncludePaths)
            {
                frmLogForm.UpdateLog("Creating paths");
                int[,] intArea = Paths.MakePaths(worldDest, bmDest, intFarmSize, intMapSize);
                frmLogForm.UpdateProgress(38);
                if (booIncludeBuildings)
                {
                    frmLogForm.UpdateLog("Creating buildings");
                    Buildings.MakeInsideCity(bmDest, worldDest, intArea, intFarmSize, intMapSize, booIncludePaths);
                }
            }
            frmLogForm.UpdateProgress(50);

            if (booIncludeWalls)
            {
                frmLogForm.UpdateLog("Creating walls");
                Walls.MakeWalls(worldDest, intFarmSize, intMapSize, strCityEmblem, strOutsideLights);
            }
            frmLogForm.UpdateProgress(51);

            if (booIncludeMoat)
            {
                frmLogForm.UpdateLog("Creating moat");
                Moat.MakeMoat(intFarmSize, intMapSize, strMoatType, booIncludeGuardTowers);
            }
            frmLogForm.UpdateProgress(52);

            if (booIncludeDrawbridges)
            {
                frmLogForm.UpdateLog("Creating drawbridges");
                Drawbridge.MakeDrawbridges(bmDest, intFarmSize, intMapSize, booIncludeMoat, booIncludeWalls);
            }
            frmLogForm.UpdateProgress(53);

            if (booIncludeGuardTowers)
            {
                frmLogForm.UpdateLog("Creating guard towers");
                GuardTowers.MakeGuardTowers(bmDest, intFarmSize, intMapSize, booIncludeWalls, strOutsideLights, strFireBeacons);
            }
            frmLogForm.UpdateProgress(54);

            if (booIncludeWalls && booIncludeNoticeboard)
            {
                frmLogForm.UpdateLog("Creating noticeboard");
                NoticeBoard.MakeNoticeBoard(bmDest, intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(55);

            if (booIncludeFarms)
            {
                frmLogForm.UpdateLog("Creating farms");
                Farms.MakeFarms(worldDest, bmDest, intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(58);
            #endregion

            #region world settings
            // spawn in a guard tower
            //world.Level.SpawnX = intFarmSize + 5;
            //world.Level.SpawnZ = intFarmSize + 5;
            //world.Level.SpawnY = 74;
            // spawn looking at one of the city entrances
            worldDest.Level.SpawnX = intMapSize / 2;
            worldDest.Level.SpawnZ = intMapSize - (intFarmSize - 10);
            worldDest.Level.SpawnY = 64;
            // spawn default
            //world.Level.SpawnX = 0;
            //world.Level.SpawnY = 65;
            //world.Level.SpawnZ = 0;

            worldDest.Level.LevelName = strCityName;
            worldDest.Level.Time      = rand.Next(24000);

            if (rand.NextDouble() < 0.15)
            {
                worldDest.Level.IsRaining = true;
                // one-quarter to three-quarters of a day
                worldDest.Level.RainTime = rand.Next(6000, 18000);
                if (rand.NextDouble() < 0.25)
                {
                    worldDest.Level.IsThundering = true;
                    worldDest.Level.ThunderTime  = worldDest.Level.RainTime;
                }
            }
            #endregion

#if DEBUG
            MakeHelperChest(bmDest, worldDest.Level.SpawnX + 2, worldDest.Level.SpawnY, worldDest.Level.SpawnZ + 2);
#endif

            frmLogForm.UpdateLog("Resetting lighting");
            Chunks.ResetLighting(worldDest, cmDest, frmLogForm, (int)Math.Pow(intMapSize / 16, 2));

            worldDest.Save();

            frmLogForm.UpdateLog("\r\nCreated the " + strCityName + "!");
            frmLogForm.UpdateLog("It'll be at the end of your MineCraft world list.");
        }
Ejemplo n.º 2
0
        public void Generate(frmMace frmLogForm, bool booIncludeFarms, bool booIncludeMoat, bool booIncludeWalls,
                             bool booIncludeDrawbridges, bool booIncludeGuardTowers, bool booIncludeNoticeboard,
                             bool booIncludeBuildings, bool booIncludeSewers, string strCitySize, string strMoatLiquid)
        {
            string strFolder, strCityName;

            do
            {
                strCityName = "City of " + RandomHelper.RandomFileLine("CityStartingWords.txt")
                              + RandomHelper.RandomFileLine("CityEndingWords.txt");
                strFolder = Environment.GetEnvironmentVariable("APPDATA") + @"\.minecraft\saves\" + strCityName + @"\";
            } while (Directory.Exists(strFolder));

            Directory.CreateDirectory(strFolder);
            BetaWorld world = BetaWorld.Create(@strFolder);

            int intFarmSize = 28;

            if (!booIncludeFarms)
            {
                intFarmSize = 2;
            }
            int    intPlotSize = 12;
            int    intPlots    = 15;
            Random rand        = new Random();

            switch (strCitySize)
            {
            case "Random":
                intPlots = rand.Next(10, 20);
                break;

            case "Very small":
                intPlots = 6;
                break;

            case "Small":
                intPlots = 10;
                break;

            case "Medium":
                intPlots = 15;
                break;

            case "Large":
                intPlots = 20;
                break;

            case "Very large":
                intPlots = 23;
                break;

            default:
                Debug.Assert(false);
                break;
            }
            int intMapSize = (intPlots * intPlotSize) + (intFarmSize * 2);

            ChunkManager cm = world.GetChunkManager();

            frmLogForm.UpdateLog("Creating chunks");
            Chunks.MakeChunks(cm, -1, 2 + (intMapSize / 16), frmLogForm);
            frmLogForm.UpdateProgress(34);

            BlockManager bm = world.GetBlockManager();

            bm.AutoLight = false;

            BlockShapes.SetupClass(bm, intMapSize);
            BlockHelper.SetupClass(bm, intMapSize);

            bool[,] booSewerEntrances;
            if (booIncludeSewers)
            {
                frmLogForm.UpdateLog("Creating sewers");
                booSewerEntrances = Sewers.MakeSewers(intFarmSize, intMapSize, intPlotSize);
            }
            else
            {
                booSewerEntrances = new bool[2 + ((intMapSize - ((intFarmSize + 16) * 2)) / intPlotSize),
                                             2 + ((intMapSize - ((intFarmSize + 16) * 2)) / intPlotSize)];
            }
            frmLogForm.UpdateProgress(35);
            if (booIncludeBuildings)
            {
                frmLogForm.UpdateLog("Creating plots");
                Plots.MakeBuildings(bm, booSewerEntrances, intFarmSize, intMapSize, intPlotSize);
            }
            frmLogForm.UpdateProgress(36);
            if (booIncludeWalls)
            {
                frmLogForm.UpdateLog("Creating walls");
                Walls.MakeWalls(intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(37);
            if (booIncludeMoat)
            {
                frmLogForm.UpdateLog("Creating moat");
                Moat.MakeMoat(intFarmSize, intMapSize, strMoatLiquid);
            }
            frmLogForm.UpdateProgress(38);
            if (booIncludeDrawbridges)
            {
                frmLogForm.UpdateLog("Creating drawbridges");
                Drawbridge.MakeDrawbridges(bm, intFarmSize, intMapSize, booIncludeMoat, booIncludeWalls);
            }
            frmLogForm.UpdateProgress(39);
            if (booIncludeGuardTowers)
            {
                frmLogForm.UpdateLog("Creating guard towers");
                GuardTowers.MakeGuardTowers(bm, intFarmSize, intMapSize, booIncludeWalls);
            }
            frmLogForm.UpdateProgress(40);
            if (booIncludeWalls && booIncludeNoticeboard)
            {
                frmLogForm.UpdateLog("Creating noticeboard");
                NoticeBoard.MakeNoticeBoard(bm, intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(41);
            if (booIncludeFarms)
            {
                frmLogForm.UpdateLog("Creating farms");
                Farms.MakeFarms(bm, intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(42);

            world.Level.LevelName = strCityName;
            // spawn in a guard tower
            //world.Level.SpawnX = intFarmSize + 5;
            //world.Level.SpawnZ = intFarmSize + 5;
            //world.Level.SpawnY = 74;
            // spawn looking at one of the city entrances
            world.Level.SpawnX = intMapSize / 2;
            world.Level.SpawnZ = intMapSize - 21;
            world.Level.SpawnY = 64;
            if (rand.NextDouble() < 0.1)
            {
                world.Level.IsRaining = true;
                if (rand.NextDouble() < 0.25)
                {
                    world.Level.IsThundering = true;
                }
            }

            //MakeHelperChest(bm, world.Level.SpawnX + 2, world.Level.SpawnY, world.Level.SpawnZ + 2);

            frmLogForm.UpdateLog("Resetting lighting");
            Chunks.ResetLighting(cm, frmLogForm, (int)Math.Pow(3 + (intMapSize / 16), 2));
            world.Save();

            frmLogForm.UpdateLog("\r\nCreated the " + strCityName + "!");
            frmLogForm.UpdateLog("It'll be at the end of your MineCraft world list.");
        }
Ejemplo n.º 3
0
        public void Generate(frmMace frmLogForm, string strUserCityName, bool booIncludeFarms, bool booIncludeMoat, bool booIncludeWalls,
                             bool booIncludeDrawbridges, bool booIncludeGuardTowers, bool booIncludeBuildings, bool booIncludePaths, bool booIncludeMineshaft,
                             bool booIncludeItemsInChests, bool booIncludeValuableBlocks,
                             string strCitySize, string strMoatType, string strCityEmblem, string strOutsideLights, string strTowerAddition, string strWallMaterial,
                             string strCitySeed, string strWorldSeed)
        {
            #region seed the random number generators
            int    intCitySeed, intWorldSeed;
            Random randSeeds = new Random();
            if (strCitySeed == "")
            {
                intCitySeed = randSeeds.Next();
                frmLogForm.UpdateLog("Random city seed: " + intCitySeed);
            }
            else
            {
                intCitySeed = JavaStringHashCode(strCitySeed);
                frmLogForm.UpdateLog("Random city seed: " + strCitySeed);
            }
            if (strWorldSeed == "")
            {
                intWorldSeed = randSeeds.Next();
                frmLogForm.UpdateLog("Random world seed: " + intWorldSeed);
            }
            else
            {
                intWorldSeed = JavaStringHashCode(strWorldSeed);
                frmLogForm.UpdateLog("Random world seed: " + strWorldSeed);
            }
            RandomHelper.SetSeed(intCitySeed);
            #endregion

            #region create minecraft world directory from a random unused city name
            string strFolder = "", strCityName = "";

            strUserCityName = SafeFilename(strUserCityName);
            if (strUserCityName.ToLower().Trim() == "")
            {
                strUserCityName = "Random";
            }

            if (strUserCityName.ToLower().Trim() != "random")
            {
                if (Directory.Exists(Utils.GetMinecraftSavesDir(strUserCityName)))
                {
                    if (MessageBox.Show("A world called \"" + strUserCityName + "\" already exists. " +
                                        "Would you like to use a random name instead?", "World already exists",
                                        MessageBoxButtons.OKCancel, MessageBoxIcon.Question) == DialogResult.Cancel)
                    {
                        frmLogForm.UpdateLog("Cancelled, because a world with this name already exists.");
                        return;
                    }
                }
                else
                {
                    strCityName = strUserCityName;
                    strFolder   = Utils.GetMinecraftSavesDir(strCityName);
                }
            }
            if (strCityName == "")
            {
                string strStart, strEnd;
                do
                {
                    strStart    = RandomHelper.RandomFileLine(Path.Combine("Resources", "CityAdj.txt"));
                    strEnd      = RandomHelper.RandomFileLine(Path.Combine("Resources", "CityNoun.txt"));
                    strCityName = "City of " + strStart + strEnd;
                    strFolder   = Utils.GetMinecraftSavesDir(strCityName);
                } while (strStart.ToLower().Trim() == strEnd.ToLower().Trim() || Directory.Exists(strFolder));
            }
            Directory.CreateDirectory(strFolder);
            RandomHelper.SetSeed(intCitySeed);
            #endregion

            #region get handles to world, chunk manager and block manager
            BetaWorld    worldDest = BetaWorld.Create(@strFolder);
            ChunkManager cmDest    = worldDest.GetChunkManager();
            BlockManager bmDest    = worldDest.GetBlockManager();
            bmDest.AutoLight = false;
            #endregion

            #region determine block sizes
            // first we set the city size by chunks
            int intCitySize = 12;
            switch (strCitySize)
            {
            case "Random":
                intCitySize = RandomHelper.Next(8, 16);
                break;

            case "Very small":
                intCitySize = 5;
                break;

            case "Small":
                intCitySize = 8;
                break;

            case "Medium":
                intCitySize = 12;
                break;

            case "Large":
                intCitySize = 16;
                break;

            case "Very large":
                intCitySize = 25;
                break;
            }
            // then we multiply by 16, because that's the x and z of a chunk
            intCitySize *= 16;
            int intFarmSize = booIncludeFarms ? 32 : 16;
            int intMapSize  = intCitySize + (intFarmSize * 2);
            #endregion

            #region setup classes
            BlockShapes.SetupClass(bmDest, intMapSize);
            BlockHelper.SetupClass(bmDest, intMapSize);
            if (!SourceWorld.SetupClass(worldDest, booIncludeItemsInChests))
            {
                return;
            }
            NoticeBoard.SetupClass(intCitySeed, intWorldSeed);
            #endregion

            #region determine random options
            // ensure selected options take priority, but don't set things on fire
            if (strTowerAddition == "Random")
            {
                strTowerAddition = RandomHelper.RandomString("Fire beacon", "Flag");
            }
            if (strWallMaterial.StartsWith("Wood"))
            {
                if (strMoatType == "Lava" || strMoatType == "Random")
                {
                    strMoatType = RandomHelper.RandomString("Drop to Bedrock", "Cactus", "Water");
                }
                strOutsideLights = "Torches";
            }
            if (strWallMaterial == "Random")
            {
                if (strMoatType == "Lava" || strOutsideLights == "Fire")
                {
                    strWallMaterial = RandomHelper.RandomString("Brick", "Cobblestone", "Sandstone", "Stone");
                }
                else
                {
                    strWallMaterial = RandomHelper.RandomString("Brick", "Cobblestone", "Sandstone", "Stone", "Wood Planks");
                    if (strWallMaterial.StartsWith("Wood"))
                    {
                        if (strMoatType == "Random")
                        {
                            strMoatType = RandomHelper.RandomString("Drop to Bedrock", "Cactus", "Water");
                        }
                        strOutsideLights = "Torches";
                    }
                }
            }
            if (strOutsideLights == "Random")
            {
                strOutsideLights = RandomHelper.RandomString("Fire", "Torches");
            }
            if (strMoatType == "Random")
            {
                int intRand = RandomHelper.Next(100);
                if (intRand >= 90)
                {
                    strMoatType = "Drop to Bedrock";
                }
                else if (intRand >= 80)
                {
                    strMoatType = "Cactus";
                }
                else if (intRand >= 50)
                {
                    strMoatType = "Lava";
                }
                else
                {
                    strMoatType = "Water";
                }
            }

            int intWallMaterial = (int)BlockType.STONE;
            switch (strWallMaterial)
            {
            case "Brick":
                intWallMaterial = (int)BlockType.BRICK_BLOCK;
                break;

            case "Cobblestone":
                intWallMaterial = (int)BlockType.COBBLESTONE;
                break;

            case "Sandstone":
                intWallMaterial = (int)BlockType.SANDSTONE;
                break;

            case "Stone":
                intWallMaterial = (int)BlockType.STONE;
                break;

            case "Wood Planks":
                intWallMaterial = (int)BlockType.WOOD_PLANK;
                break;

            case "Wood Logs":
                intWallMaterial = (int)BlockType.WOOD;
                break;

            case "Bedrock":
                intWallMaterial = (int)BlockType.BEDROCK;
                break;

            case "Glass":
                intWallMaterial = (int)BlockType.GLASS;
                break;

            case "Dirt":
                intWallMaterial = (int)BlockType.DIRT;
                break;

            case "Obsidian":
                intWallMaterial = (int)BlockType.OBSIDIAN;
                break;
            }
            #endregion

            #region make the city
            frmLogForm.UpdateLog("Creating underground terrain");
            Chunks.MakeChunks(cmDest, intMapSize / 16, frmLogForm);
            frmLogForm.UpdateProgress(25);

            if (booIncludeBuildings || booIncludePaths)
            {
                frmLogForm.UpdateLog("Creating paths");
                int[,] intArea = Paths.MakePaths(worldDest, bmDest, intFarmSize, intMapSize);
                frmLogForm.UpdateProgress(34);
                if (booIncludeBuildings)
                {
                    frmLogForm.UpdateLog("Creating buildings");
                    Buildings.MakeInsideCity(bmDest, worldDest, intArea, intFarmSize, intMapSize, booIncludePaths);
                }
            }
            frmLogForm.UpdateProgress(43);

            if (booIncludeMineshaft)
            {
                frmLogForm.UpdateLog("Creating mineshaft");
                Mineshaft.MakeMineshaft(worldDest, bmDest, intFarmSize, intMapSize);
                frmLogForm.UpdateProgress(49);
            }

            if (booIncludeWalls)
            {
                frmLogForm.UpdateLog("Creating walls");
                Walls.MakeWalls(worldDest, intFarmSize, intMapSize, strCityEmblem, strOutsideLights, intWallMaterial);
            }
            frmLogForm.UpdateProgress(51);

            if (booIncludeMoat)
            {
                frmLogForm.UpdateLog("Creating moat");
                Moat.MakeMoat(intFarmSize, intMapSize, strMoatType, booIncludeGuardTowers);
            }
            frmLogForm.UpdateProgress(52);

            if (booIncludeDrawbridges)
            {
                frmLogForm.UpdateLog("Creating drawbridges");
                Drawbridge.MakeDrawbridges(bmDest, intFarmSize, intMapSize, booIncludeMoat, booIncludeWalls, booIncludeItemsInChests, intWallMaterial, strMoatType);
            }
            frmLogForm.UpdateProgress(53);

            if (booIncludeGuardTowers)
            {
                frmLogForm.UpdateLog("Creating guard towers");
                GuardTowers.MakeGuardTowers(bmDest, intFarmSize, intMapSize, booIncludeWalls, strOutsideLights, strTowerAddition, booIncludeItemsInChests, intWallMaterial);
            }
            frmLogForm.UpdateProgress(54);

            if (booIncludeFarms)
            {
                frmLogForm.UpdateLog("Creating farms");
                Farms.MakeFarms(worldDest, bmDest, intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(58);

            if (!booIncludeValuableBlocks)
            {
                cmDest.Save();
                worldDest.Save();
                Chunks.ReplaceValuableBlocks(worldDest, bmDest, intMapSize);
            }
            frmLogForm.UpdateProgress(62);
            #endregion

            #region world settings
            // spawn in a guard tower
            //worldDest.Level.SpawnX = intFarmSize + 5;
            //worldDest.Level.SpawnZ = intFarmSize + 5;
            //worldDest.Level.SpawnY = 82;
            // spawn looking at one of the city entrances
            worldDest.Level.SpawnX = intMapSize / 2;
            worldDest.Level.SpawnZ = intMapSize - (intFarmSize - 10);
            worldDest.Level.SpawnY = 64;
            // spawn in the middle of the city
            //worldDest.Level.SpawnX = intMapSize / 2;
            //worldDest.Level.SpawnZ = (intMapSize / 2) - 1;
            //worldDest.Level.SpawnY = 64;
            // spawn default
            //world.Level.SpawnX = 0;
            //world.Level.SpawnY = 65;
            //world.Level.SpawnZ = 0;
            if (strWorldSeed != "")
            {
                worldDest.Level.RandomSeed = intWorldSeed;
            }

            worldDest.Level.LevelName = strCityName;

#if RELEASE
            worldDest.Level.Time = RandomHelper.Next(24000);

            if (RandomHelper.NextDouble() < 0.15)
            {
                worldDest.Level.IsRaining = true;
                // one-quarter to three-quarters of a day
                worldDest.Level.RainTime = RandomHelper.Next(6000, 18000);
                if (RandomHelper.NextDouble() < 0.25)
                {
                    worldDest.Level.IsThundering = true;
                    worldDest.Level.ThunderTime  = worldDest.Level.RainTime;
                }
            }
#endif
            #endregion

#if DEBUG
            MakeHelperChest(bmDest, worldDest.Level.SpawnX + 2, worldDest.Level.SpawnY, worldDest.Level.SpawnZ + 2);
#endif

            frmLogForm.UpdateLog("Resetting lighting");
            Chunks.ResetLighting(worldDest, cmDest, frmLogForm, (int)Math.Pow(intMapSize / 16, 2));

            worldDest.Save();

            frmLogForm.UpdateLog("\r\nCreated the " + strCityName + "!");
            frmLogForm.UpdateLog("It'll be at the end of your MineCraft world list.");
        }
Ejemplo n.º 4
0
        public void Generate(frmMace frmLogForm, string strUserCityName, bool booIncludeFarms, bool booIncludeMoat, bool booIncludeWalls,
                             bool booIncludeDrawbridges, bool booIncludeGuardTowers, bool booIncludeNoticeboard,
                             bool booIncludeBuildings, bool booIncludePaths,
                             string strCitySize, string strMoatType, string strCityEmblem, string strOutsideLights, string strFireBeacons,
                             string strCitySeed, string strWorldSeed)
        {
            #region Seed the random number generators
            int    intCitySeed, intWorldSeed;
            Random randSeeds = new Random();
            if (strCitySeed == "")
            {
                intCitySeed = randSeeds.Next();
                frmLogForm.UpdateLog("Random city seed: " + intCitySeed);
            }
            else
            {
                intCitySeed = JavaStringHashCode(strCitySeed);
                frmLogForm.UpdateLog("Random city seed: " + strCitySeed);
            }
            if (strWorldSeed == "")
            {
                intWorldSeed = randSeeds.Next();
                frmLogForm.UpdateLog("Random world seed: " + intWorldSeed);
            }
            else
            {
                intWorldSeed = JavaStringHashCode(strWorldSeed);
                frmLogForm.UpdateLog("Random world seed: " + strWorldSeed);
            }
            RandomHelper.SetSeed(intCitySeed);
            #endregion

            #region create minecraft world directory from a random unused city name
            string strFolder = "", strCityName = "";

            strUserCityName = SafeFilename(strUserCityName);
            if (strUserCityName.ToLower().Trim() == "")
            {
                strUserCityName = "Random";
            }

            if (strUserCityName.ToLower().Trim() != "random")
            {
                if (Directory.Exists(Environment.GetEnvironmentVariable("APPDATA") +
                                     @"\.minecraft\saves\" + strUserCityName + @"\"))
                {
                    if (MessageBox.Show("A world called \"" + strUserCityName + "\" already exists. " +
                                        "Would you like to use a random name instead?", "World already exists",
                                        MessageBoxButtons.OKCancel, MessageBoxIcon.Question) == DialogResult.Cancel)
                    {
                        frmLogForm.UpdateLog("Cancelled, because a world with this name already exists.");
                        return;
                    }
                }
                else
                {
                    strCityName = strUserCityName;
                }
            }
            if (strCityName == "")
            {
                string strStart, strEnd;
                do
                {
                    strStart    = RandomHelper.RandomFileLine("Resources\\CityAdj.txt");
                    strEnd      = RandomHelper.RandomFileLine("Resources\\CityNoun.txt");
                    strCityName = "City of " + strStart + strEnd;
                    strFolder   = Environment.GetEnvironmentVariable("APPDATA") +
                                  @"\.minecraft\saves\" + strCityName + @"\";
                } while (strStart.ToLower().Trim() == strEnd.ToLower().Trim() || Directory.Exists(strFolder));
            }
            Directory.CreateDirectory(strFolder);
            #endregion

            RandomHelper.SetSeed(intCitySeed);

            #region get handles to world, chunk manager and block manager
            BetaWorld    worldDest = BetaWorld.Create(@strFolder);
            ChunkManager cmDest    = worldDest.GetChunkManager();
            BlockManager bmDest    = worldDest.GetBlockManager();
            bmDest.AutoLight = false;
            #endregion

            #region determine block sizes
            // first we set the city size by chunks
            int intCitySize = 12;
            switch (strCitySize)
            {
            case "Random":
                intCitySize = RandomHelper.Next(8, 16);
                break;

            case "Very small":
                intCitySize = 5;
                break;

            case "Small":
                intCitySize = 8;
                break;

            case "Medium":
                intCitySize = 12;
                break;

            case "Large":
                intCitySize = 16;
                break;

            case "Very large":
                intCitySize = 25;
                break;
            }
            // then we multiply by 16, because that's the x and z of a chunk
            intCitySize *= 16;
            int intFarmSize = booIncludeFarms ? 32 : 16;
            int intMapSize  = intCitySize + (intFarmSize * 2);
            #endregion

            #region setup classes
            BlockShapes.SetupClass(bmDest, intMapSize);
            BlockHelper.SetupClass(bmDest, intMapSize);
            SourceWorld.SetupClass(worldDest);
            #endregion

            if (strOutsideLights == "Random")
            {
                strOutsideLights = RandomHelper.RandomString("Fire", "Torches");
            }

            #region make the city
            frmLogForm.UpdateLog("Creating chunks");
            Chunks.MakeChunks(cmDest, 0, intMapSize / 16, frmLogForm);
            frmLogForm.UpdateProgress(35);

            if (booIncludeBuildings || booIncludePaths)
            {
                frmLogForm.UpdateLog("Creating paths");
                int[,] intArea = Paths.MakePaths(worldDest, bmDest, intFarmSize, intMapSize);
                frmLogForm.UpdateProgress(38);
                if (booIncludeBuildings)
                {
                    frmLogForm.UpdateLog("Creating buildings");
                    Buildings.MakeInsideCity(bmDest, worldDest, intArea, intFarmSize, intMapSize, booIncludePaths);
                }
            }
            frmLogForm.UpdateProgress(50);

            if (booIncludeWalls)
            {
                frmLogForm.UpdateLog("Creating walls");
                Walls.MakeWalls(worldDest, intFarmSize, intMapSize, strCityEmblem, strOutsideLights);
            }
            frmLogForm.UpdateProgress(51);

            if (booIncludeMoat)
            {
                frmLogForm.UpdateLog("Creating moat");
                Moat.MakeMoat(intFarmSize, intMapSize, strMoatType, booIncludeGuardTowers);
            }
            frmLogForm.UpdateProgress(52);

            if (booIncludeDrawbridges)
            {
                frmLogForm.UpdateLog("Creating drawbridges");
                Drawbridge.MakeDrawbridges(bmDest, intFarmSize, intMapSize, booIncludeMoat, booIncludeWalls);
            }
            frmLogForm.UpdateProgress(53);

            if (booIncludeGuardTowers)
            {
                frmLogForm.UpdateLog("Creating guard towers");
                GuardTowers.MakeGuardTowers(bmDest, intFarmSize, intMapSize, booIncludeWalls, strOutsideLights, strFireBeacons);
            }
            frmLogForm.UpdateProgress(54);

            if (booIncludeWalls && booIncludeNoticeboard)
            {
                frmLogForm.UpdateLog("Creating noticeboard");
                NoticeBoard.MakeNoticeBoard(bmDest, intFarmSize, intMapSize, intCitySeed, intWorldSeed);
            }
            frmLogForm.UpdateProgress(55);

            if (booIncludeFarms)
            {
                frmLogForm.UpdateLog("Creating farms");
                Farms.MakeFarms(worldDest, bmDest, intFarmSize, intMapSize);
            }
            frmLogForm.UpdateProgress(58);
            #endregion

            #region world settings
            // spawn in a guard tower
            //world.Level.SpawnX = intFarmSize + 5;
            //world.Level.SpawnZ = intFarmSize + 5;
            //world.Level.SpawnY = 74;
            // spawn looking at one of the city entrances
            worldDest.Level.SpawnX = intMapSize / 2;
            worldDest.Level.SpawnZ = intMapSize - (intFarmSize - 10);
            worldDest.Level.SpawnY = 64;
            // spawn in the middle of the city
            //worldDest.Level.SpawnX = intMapSize / 2;
            //worldDest.Level.SpawnZ = (intMapSize / 2) - 1;
            //worldDest.Level.SpawnY = 64;
            // spawn default
            //world.Level.SpawnX = 0;
            //world.Level.SpawnY = 65;
            //world.Level.SpawnZ = 0;
            if (strWorldSeed != "")
            {
                worldDest.Level.RandomSeed = intWorldSeed;
            }

            worldDest.Level.LevelName = strCityName;
            worldDest.Level.Time      = RandomHelper.Next(24000);

            if (RandomHelper.NextDouble() < 0.15)
            {
                worldDest.Level.IsRaining = true;
                // one-quarter to three-quarters of a day
                worldDest.Level.RainTime = RandomHelper.Next(6000, 18000);
                if (RandomHelper.NextDouble() < 0.25)
                {
                    worldDest.Level.IsThundering = true;
                    worldDest.Level.ThunderTime  = worldDest.Level.RainTime;
                }
            }
            #endregion

#if DEBUG
            MakeHelperChest(bmDest, worldDest.Level.SpawnX + 2, worldDest.Level.SpawnY, worldDest.Level.SpawnZ + 2);
#endif

            frmLogForm.UpdateLog("Resetting lighting");
            Chunks.ResetLighting(worldDest, cmDest, frmLogForm, (int)Math.Pow(intMapSize / 16, 2));

            worldDest.Save();

            frmLogForm.UpdateLog("\r\nCreated the " + strCityName + "!");
            frmLogForm.UpdateLog("It'll be at the end of your MineCraft world list.");
        }